package com.badlogic.gdx.math;



import java.io.Serializable;

/** A plane defined via a unit length normal and the distance from the origin, as you learned in your math class.
 *
 * @author badlogicgames@gmail.com */
public class Plane implements Serializable {
    private static final long serialVersionUID = -1240652082930747866L;

    /** Enum specifying on which side a point lies respective to the plane and it's normal. {@link PlaneSide#Front} is the side to
     * which the normal points.
     *
     * @author mzechner */
    public enum PlaneSide {
        OnPlane, Back, Front
    }

    public final Vector3 normal = new Vector3();
    public float d = 0;

    /**
     * Constructs a new plane with all values set to 0
     */
    public Plane () {

    }

    /** Constructs a new plane based on the normal and distance to the origin.
     *
     * @param normal The plane normal
     * @param d The distance to the origin */
    public Plane (Vector3 normal, float d) {
        this.normal.set(normal).nor();
        this.d = d;
    }

    /** Constructs a new plane based on the normal and a point on the plane.
     *
     * @param normal The normal
     * @param point The point on the plane */
    public Plane (Vector3 normal, Vector3 point) {
        this.normal.set(normal).nor();
        this.d = -this.normal.dot(point);
    }

    /** Constructs a new plane out of the three given points that are considered to be on the plane. The normal is calculated via a
     * cross product between (point1-point2)x(point2-point3)
     *
     * @param point1 The first point
     * @param point2 The second point
     * @param point3 The third point */
    public Plane (Vector3 point1, Vector3 point2, Vector3 point3) {
        set(point1, point2, point3);
    }

    /** Sets the plane normal and distance to the origin based on the three given points which are considered to be on the plane.
     * The normal is calculated via a cross product between (point1-point2)x(point2-point3)
     *
     * @param point1
     * @param point2
     * @param point3 */
    public void set (Vector3 point1, Vector3 point2, Vector3 point3) {
        normal.set(point1).sub(point2).crs(point2.x-point3.x, point2.y-point3.y, point2.z-point3.z).nor();
        d = -point1.dot(normal);
    }

    /** Sets the plane normal and distance
     *
     * @param nx normal x-component
     * @param ny normal y-component
     * @param nz normal z-component
     * @param d distance to origin */
    public void set (float nx, float ny, float nz, float d) {
        normal.set(nx, ny, nz);
        this.d = d;
    }

    /** Calculates the shortest signed distance between the plane and the given point.
     *
     * @param point The point
     * @return the shortest signed distance between the plane and the point */
    public float distance (Vector3 point) {
        return normal.dot(point) + d;
    }

    /** Returns on which side the given point lies relative to the plane and its normal. PlaneSide.Front refers to the side the
     * plane normal points to.
     *
     * @param point The point
     * @return The side the point lies relative to the plane */
    public PlaneSide testPoint (Vector3 point) {
        float dist = normal.dot(point) + d;

        if (dist == 0)
            return PlaneSide.OnPlane;
        else if (dist < 0)
            return PlaneSide.Back;
        else
            return PlaneSide.Front;
    }

    /** Returns on which side the given point lies relative to the plane and its normal. PlaneSide.Front refers to the side the
     * plane normal points to.
     *
     * @param x
     * @param y
     * @param z
     * @return The side the point lies relative to the plane */
    public PlaneSide testPoint (float x, float y, float z) {
        float dist = normal.dot(x, y, z) + d;

        if (dist == 0)
            return PlaneSide.OnPlane;
        else if (dist < 0)
            return PlaneSide.Back;
        else
            return PlaneSide.Front;
    }

    /** Returns whether the plane is facing the direction vector. Think of the direction vector as the direction a camera looks in.
     * This method will return true if the front side of the plane determined by its normal faces the camera.
     *
     * @param direction the direction
     * @return whether the plane is front facing */
    public boolean isFrontFacing (Vector3 direction) {
        float dot = normal.dot(direction);
        return dot <= 0;
    }

    /** @return The normal */
    public Vector3 getNormal () {
        return normal;
    }

    /** @return The distance to the origin */
    public float getD () {
        return d;
    }

    /** Sets the plane to the given point and normal.
     *
     * @param point the point on the plane
     * @param normal the normal of the plane */
    public void set (Vector3 point, Vector3 normal) {
        this.normal.set(normal);
        d = -point.dot(normal);
    }

    public void set (float pointX, float pointY, float pointZ, float norX, float norY, float norZ) {
        this.normal.set(norX, norY, norZ);
        d = -(pointX * norX + pointY * norY + pointZ * norZ);
    }

    /** Sets this plane from the given plane
     *
     * @param plane the plane */
    public void set (Plane plane) {
        this.normal.set(plane.normal);
        this.d = plane.d;
    }

    public String toString () {
        return normal.toString() + ", " + d;
    }
}
